2 ms·
Fascinating. I was thinking how the factory should be communicated to the model, and represented "internally". Images aren't the right solution (very high bandw
by andai 2y ago
Fascinating. I was thinking how the factory should be communicated to the model, and represented "internally". Images aren't the right solution (very high bandwidth for no real benefit). An ASCII grid of the game's tiles (more likely, a small chunk of it) is orders of magnitude better, but you still don't need to simulate every tile in a conveyor. It's just a line, right? So the whole thing is actually a graph!
That compresses nicely into text, I imagine.
I'd like to hear more details about your symbolic approach!
- HideousKojima 2y ago>An ASCII grid of the game's tiles (more likely, a small chunk of it) is orders of magnitude better, but you still don't need to simulate every tile in a conveyor. It's just a line, right? So the whole thing is actually a graph! Until you accidentally feed a different material into your belt and need to clean it up
- nostrademons 2y agoProbably the memory model of the game itself is the best representation. The devs have already spent a significant amount of development cycles optimizing this down to a minimal compressed form - belt runs, for example, are one entity regardless of how long they are. The LLM is then effectively modeling the degrees of freedom of the game simulation and picking code paths within them.